Results 91 to 100 of about 24,936 (309)

Affective dimensions in the information behavior of forcibly displaced people: A literature review. An Annual Review of Information Science and Technology (ARIST) paper

open access: yesJournal of the Association for Information Science and Technology, EarlyView.
Abstract This review analyzed 241 scholarly articles published between 2010 and 2025 in information science venues to examine how affect shapes refugees' information behavior during forced migration and to identify additional contextual factors. It identifies seven affective dimensions: anxiety, shame and stigma, grief and loss, frustration, (mis)trust,
Maja Krtalić, Lilach Alon
wiley   +1 more source

The effect of video games on teenagers’ behavior and performance: A cross-sectional study in Tehran

open access: yesSocial Determinants of Health, 2016
Background: The novelty of the present study was to interpret the relation of the videogame usage in teenagers’ behaviors and their performance in schools and distinctive environments.Methods: A total of 508 male and female teenage students were randomly
Elham Dirandeh   +5 more
doaj   +1 more source

Student participation in serious games design

open access: yes, 2011
Serious games can be defined simply as games with an educational intent. These games are regularly positioned within a curriculum as simple teaching agents and often lack meaningful participation from learners in their development.
Bates, MI
core  

Developing serious games for cultural heritage: a state-of-the-art review [PDF]

open access: yes, 2010
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered.
McLoughlin, L.   +12 more
core   +1 more source

Prescribing competence: The pros and cons of different methods for assessment

open access: yesBritish Journal of Clinical Pharmacology, EarlyView.
Evaluating a medical graduate’s competence in rational prescribing is challenging. With the aim to guide and inspire teachers, this narrative review explores different methods that can be used to assess prescribing competence. Each method has its own advantages and disadvantages, and thus a mix of different assessment methods is needed throughout the ...
David J. Brinkman   +3 more
wiley   +1 more source

Prevalence of video gaming disorder in Saudi Arabia: a school-based national study

open access: yesJournal of the Egyptian Public Health Association
Background Video gaming is a popular leisure activity among adolescents. Those who play excessively are in danger of educational and social drawbacks and may become addicted to video gaming. Several published studies determined the prevalence of GD among
Amjad Alfaleh   +4 more
doaj   +1 more source

Formative feedback to improve pharmacology learning: Proposed principles and guidelines for effective practice

open access: yesBritish Journal of Clinical Pharmacology, EarlyView.
Abstract Aims To learn effectively, students need timely, specific, actionable feedback—known as formative feedback—on what and how well they are learning and on how to improve further. Providing effective feedback to help students learn pharmacology is a complex task.
Thomas Anthony Angelo
wiley   +1 more source

The Impact of Game Playing on Students’ Reasoning Ability, Varying According to Their Cognitive Style

open access: yesEducational Technology & Society, 2021
Students with different cognitive styles benefit from different instructional strategies, including learning through playing video games. Although playing video games can be an effective learning method, we do not know its impact on the reasoning ability
Tsung-Yen Chuang   +2 more
doaj  

Medical student attitudes toward video games and related new media technologies in medical education

open access: yesBMC Medical Education, 2010
Background Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks.
Kron Frederick W   +3 more
doaj   +1 more source

The Co-design of Educational Video Games

open access: yes, 2022
Daniel Kleffmann   +2 more
openaire   +2 more sources

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